Civil War

Year 1367: The slave revolts of 1231 had resulted in the establishment of an independent Orcish nation from a number of tribes that had never worked together. In the years after the wars, a newfound nationalistic fervor had sufficed to keep the new nation of recently-oppressed peoples together. However, as time went by, cracks began to show.
While Uglik the Strong remains one of the most revered figures in Orcish history for his prowess in battle, he made a crucial mistake in the immediate aftermath of the revolts by not consolidating the power of the Orcish central government rapidly. As individual tribes asserted their own power, it rapidly became impossible to do so, and so once intertribal resentment broke into serious armed conflict the central government did not have the power to keep the federation together. As a result, Uglik’s dream of an Orcish state that would take its place as the preeminent power on the continent would never be realized.



Setup: Purchase all units simultaneously. Unionists set up first, followed by the Separatists. The islands containing Jusana and Akelas are out of play.
Unionists - Jurak: Remove one Wizard from the game. 115GP of units and/or Gold Reserve (see 1. below). Set up in Saros, Juslac, and Tava. Additionally, chose two 1GP cities on map 3. Set up at least one unit in each city, with no more than 4 units in any city on board 3.
Separatists - Jurak: Remove one Wizard from the game. 100GP of units and/or Gold Reserve (see 1. below). Set up in all remaining cities, at least one unit per city.
Mercenaries - Chaos: Use at least 6 units. You can use whatever units you like, but the following are recommended: Dragon, Kraken (x2), Manticore, Pegasus (x2), Demon, Minotaur, Spider.

Special Rules

  1. This scenario requires two sets of Orcish blocks, and an extra set of Chaos units is highly recommended. Additionally, the players will need a pool of chips (pennies will do).
  2. Gold Reserve: During each production phase, players may save production instead of spending it. To save production, simply take a number of chips equal to the unspent production (it is recommended that these be kept behind a screen). However, this saved production may only be used to hire, pay, or add strength to mercenaries (see 3. below).
  3. Chaos units: Neither player may use Chaos units at start, nor may they be bought through the normal means. Instead, they are offered by auction. At the beginning of the game, select Chaos units to form a pool of mercenaries. Then starting on turn 2, at the very end of production phase of every even-numbered turn, randomly select one Chaos unit from those available in the mercenary pool. Players then secretly bid (from their Gold Reserve) GPs they are willing to pay, per turn, to employ the unit. High bidder receives the unit at full strength in any home city and pays his bid, marking it in the boxes above. As long as the Chaos unit is alive (at any strength), he must continue to pay the bid amount in every production phase; failure to pay the mercenaries results in an immediate loss! Once so “hired”, Chaos units may have steps added as usual (the Gold Reserve may be used for this purpose, as may regular production), but once eliminated they are removed from the game.

Victory: The Unionists win by holding Salahn at the end of game turn 15. Any other result is a Separatist victory.


Variations:

  1. Khurdak: Same as above. Recommended Chaos units are Gargoyle, Griffin, Manticore, Mermaid (x2), Minotaur (x2), Wyvern.
  2. Ferkin: Substitute map 1 for map 3. Federalist must hold Langara to win. Recommended Chaos units are Centaur, Cockatrice, Demon, Mermaid, Minotaur, Spider, War Dog, Wyvern (x2).